/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Stratholme
SD%Complete: 100
SDComment: Misc mobs for instance. GO-script to apply aura and start event for quest 8945
SDCategory: Stratholme
EndScriptData */

/* ContentData
go_gauntlet_gate
mob_freed_soul
mob_restless_soul
mobs_spectral_ghostly_citizen
EndContentData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "stratholme.h"

/*######
## go_gauntlet_gate (this is the _first_ of the gauntlet gates, two exist)
######*/



/*######
## mob_freed_soul
######*/

//Possibly more of these quotes around.
#define SAY_ZAPPED0 -1329000
#define SAY_ZAPPED1 -1329001
#define SAY_ZAPPED2 -1329002
#define SAY_ZAPPED3 -1329003





/*######
## mob_restless_soul
######*/

#define SPELL_EGAN_BLASTER  17368
#define SPELL_SOUL_FREED    17370
#define QUEST_RESTLESS_SOUL 5282
#define ENTRY_RESTLESS      11122
#define ENTRY_FREED         11136





/*######
## mobs_spectral_ghostly_citizen
######*/

enum eGhostlyCitizenSpells
{
    SPELL_HAUNTING_PHANTOM  = 16336,
    SPELL_SLAP              = 6754
};








class go_gauntlet_gate : public GameObjectScript
{
public: 
    go_gauntlet_gate() : GameObjectScript("go_gauntlet_gate") { }
    

    

    bool OnGossipHello(Player* player, GameObject* pGo) override
    {
        ScriptedInstance* pInstance = (ScriptedInstance*)pGo->GetInstanceData();
    
        if (!pInstance)
            return false;
    
        if (pInstance->GetData(TYPE_BARON_RUN) != NOT_STARTED)
            return false;
    
        if (Group* pGroup = player->GetGroup())
        {
            for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* pGroupie = itr->GetSource();
                if (!pGroupie || !pGroupie->IsInMap(player))
                    continue;
    
                if (pGroupie->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
                    !pGroupie->HasAura(SPELL_BARON_ULTIMATUM, 0) &&
                    pGroupie->GetMap() == pGo->GetMap())
                    pGroupie->CastSpell(pGroupie, SPELL_BARON_ULTIMATUM, true);
            }
        }
        else if (player->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
                 !player->HasAura(SPELL_BARON_ULTIMATUM, 0) &&
            player->GetMap() == pGo->GetMap())
            player->CastSpell(player, SPELL_BARON_ULTIMATUM, true);
    
        pInstance->SetData(TYPE_BARON_RUN, IN_PROGRESS);
        return false;
    }
    

    

    
};

class mob_freed_soul : public CreatureScript
{
public: 
    mob_freed_soul() : CreatureScript("mob_freed_soul") { }
    struct mob_freed_soulAI : public ScriptedAI
    {
        mob_freed_soulAI(Creature* c) : ScriptedAI(c) {}
    
        void Reset()
        {
            DoScriptText(RAND(SAY_ZAPPED0, SAY_ZAPPED1, SAY_ZAPPED2, SAY_ZAPPED3), me);
        }
    
        void EnterCombat(Unit* /*who*/) {}
    };

    

     CreatureAI* GetAI(Creature* pCreature) const
    {
        return new mob_freed_soulAI (pCreature);
    }

    

    
};

class mob_restless_soul : public CreatureScript
{
public: 
    mob_restless_soul() : CreatureScript("mob_restless_soul") { }
    struct mob_restless_soulAI : public ScriptedAI
    {
        mob_restless_soulAI(Creature* c) : ScriptedAI(c) {}
    
        uint64 Tagger;
        uint32 Die_Timer;
        bool Tagged;
    
        void Reset()
        {
            Tagger = 0;
            Die_Timer = 5000;
            Tagged = false;
        }
    
        void EnterCombat(Unit* /*who*/) {}
    
        void SpellHit(Unit* caster, const SpellEntry* spell)
        {
            if (caster->GetTypeId() == TYPEID_PLAYER)
            {
                if (!Tagged && spell->Id == SPELL_EGAN_BLASTER && CAST_PLR(caster)->GetQuestStatus(QUEST_RESTLESS_SOUL) == QUEST_STATUS_INCOMPLETE)
                {
                    Tagged = true;
                    Tagger = caster->GetGUID();
                }
            }
        }
    
        void JustSummoned(Creature* summoned)
        {
            summoned->CastSpell(summoned, SPELL_SOUL_FREED, false);
        }
    
        void JustDied(Unit* /*Killer*/)
        {
            if (Tagged)
                me->SummonCreature(ENTRY_FREED, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 300000);
        }
    
        void UpdateAI(const uint32 diff)
        {
            if (Tagged)
            {
                if (Die_Timer <= diff)
                {
                    if (Unit* pTemp = Unit::GetUnit(*me, Tagger))
                    {
                        CAST_PLR(pTemp)->KilledMonsterCredit(ENTRY_RESTLESS, me->GetGUID());
                        me->Kill(me);
                    }
                }
                else Die_Timer -= diff;
            }
        }
    };

    

     CreatureAI* GetAI(Creature* pCreature) const
    {
        return new mob_restless_soulAI (pCreature);
    }

    

    
};

class mobs_spectral_ghostly_citizen : public CreatureScript
{
public: 
    mobs_spectral_ghostly_citizen() : CreatureScript("mobs_spectral_ghostly_citizen") { }
    struct mobs_spectral_ghostly_citizenAI : public ScriptedAI
    {
        mobs_spectral_ghostly_citizenAI(Creature* c) : ScriptedAI(c) {}
    
        uint32 Die_Timer;
        bool Tagged;
    
        void Reset()
        {
            Die_Timer = 5000;
            Tagged = false;
        }
    
        void EnterCombat(Unit* /*who*/) {}
    
        void SpellHit(Unit* /*caster*/, const SpellEntry* spell)
        {
            if (!Tagged && spell->Id == SPELL_EGAN_BLASTER)
                Tagged = true;
        }
    
        void JustDied(Unit* /*Killer*/)
        {
            if (Tagged)
            {
                for (uint32 i = 1; i <= 4; ++i)
                {
                    //100%, 50%, 33%, 25% chance to spawn
                    if (urand(1, i) == 1)
                        DoSummon(ENTRY_RESTLESS, me, 20.0f, 600000);
                }
            }
        }
    
        void UpdateAI(const uint32 diff)
        {
            if (Tagged)
            {
                if (Die_Timer <= diff)
                    me->Kill(me);
                else Die_Timer -= diff;
            }
    
            if (!UpdateVictim())
                return;
    
            DoMeleeAttackIfReady();
        }
    
        void ReceiveEmote(Player* pPlayer, uint32 emote)
        {
            switch (emote)
            {
            case TEXT_EMOTE_DANCE:
                EnterEvadeMode();
                break;
            case TEXT_EMOTE_RUDE:
                if (me->IsWithinDistInMap(pPlayer, 5))
                    DoCast(pPlayer, SPELL_SLAP, false);
                else
                    me->HandleEmoteCommand(EMOTE_ONESHOT_RUDE);
                break;
            case TEXT_EMOTE_WAVE:
                me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
                break;
            case TEXT_EMOTE_BOW:
                me->HandleEmoteCommand(EMOTE_ONESHOT_BOW);
                break;
            case TEXT_EMOTE_KISS:
                me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);
                break;
            }
        }
    };

    

     CreatureAI* GetAI(Creature* pCreature) const
    {
        return new mobs_spectral_ghostly_citizenAI (pCreature);
    }

    

    
};


void AddSC_stratholme()
{
    new go_gauntlet_gate();
    new mob_freed_soul();
    new mob_restless_soul();
    new mobs_spectral_ghostly_citizen();

}

